virtualx-engine/scene/3d/ray_cast.h
Bojidar Marinov f7c3d6329c Port collision and layer masks to 3D, fixes #1759
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00

86 lines
3.2 KiB
C++

/*************************************************************************/
/* ray_cast.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/*************************************************************************/
#ifndef RAY_CAST_H
#define RAY_CAST_H
#include "scene/3d/spatial.h"
class RayCast : public Spatial {
OBJ_TYPE(RayCast,Spatial);
bool enabled;
bool collided;
ObjectID against;
int against_shape;
Vector3 collision_point;
Vector3 collision_normal;
Vector3 cast_to;
Set<RID> exclude;
uint32_t layer_mask;
uint32_t type_mask;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_cast_to(const Vector3& p_point);
Vector3 get_cast_to() const;
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_type_mask(uint32_t p_mask);
uint32_t get_type_mask() const;
bool is_colliding() const;
Object *get_collider() const;
int get_collider_shape() const;
Vector3 get_collision_point() const;
Vector3 get_collision_normal() const;
void add_exception_rid(const RID& p_rid);
void add_exception(const Object* p_object);
void remove_exception_rid(const RID& p_rid);
void remove_exception(const Object* p_object);
void clear_exceptions();
RayCast();
};
#endif // RAY_CAST_H